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Subject: Sentinels Saga - A Campaign rss

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John So-And-So
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So, I've owned Sentinels since the first edition came out, and I've bought everything along the way for it. Despite loving it, I've only played it a dozen or so times. My girlfriend Jaxin, who loves the game perhaps even more than I do has been begging me for a long time to play a series of games, fighting each of the villains until we beat them. So I created a spreadsheet to track our progress and a couple of rules to make a series of games seem like a campaign. The rules:

1. We each use two heroes.
2. When we lose a game, any heroes that were incapacitated are "Injured". Any heroes that weren't incapacitated are "Captured".
3. When we win a game, we can either rescue two captured heroes, or patch up an injured hero.
4. When we fight a Villain, one of us has to choose that Villain's nemesis as one of our heroes. If the nemesis is injured or captured we can't fight that Villain yet.
5. We have to beat each of the Villains to win the campaign. If we ever get to a point where we don't have 4 available heroes, we lose the campaign.

I figure this means we have to win about 2/3 of our games.
---------------
So, last night we began. I won't post incredibly detailed session reports here, because I have no interest in that myself. I will just post quick general recaps and track the results.

ISSUE #1: THE STREETS OF ROOK CITY

People have been turning up dead in Rook City, a lot of people. It looks like SPITE, escaped serial killer, is on the loose again. NIGHTMIST and THE WRAITH have been tracking his movements, and they've called in a couple of heavy hitters from the Freedom Five as backup. TEMPEST and THE SAVAGE HAKA join them.

This was the first time we'd played against Spite, and he didn't work the way we thought he was going to.

We started beating him up but he quickly took a Drug that made him ignore the first 2 damage each turn. Tempest was able to get out an Electrical Storm that basically cancelled this effect on HIS turn, but everyone else was pretty stonewalled, and then Spite would just heal up the small amount of damage on his turn.

After a while, we realized that we were going to have to wait for him to transform before we could really put the hurt on him. We decided to concentrate on Victims and wait. Then he played two Lab Raids in quick succession, and transformed faster than we thought. Soon it became a straight DPS fight. Spite took out Wraith quickly. Tempest and Haka were hurting bad. Nightmist was able to heal herself all the way back to full thanks to Spite milling so many cards out of our decks, but other than Oblivion, I wasn't seeing any attacks in her deck (this was the first time I'd used her). Eventually Tempest fell as well, but he put enough of a hurt on Spite so that Nightmist could finish him off with an Oblivion that didn't QUITE kill Haka.

End of battle:
Spite - DEFEATED
Wraith - KO
Tempest - KO
Haka - 1HP
Nightmist - 7HP

CURRENT ROSTER:


VILLAINS AT LARGE:
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Cool idea. Good luck!
 
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Mike P
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Very cool. I'll definitely be tracking your progress. I wish I thought of rules like you've got, when I started my own solo journey through all the heroes and villains. I have my own rules, but they are less story-like.
 
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Jeff
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Great idea. Do you have any rules for environment selection? Do you have to play each one?
 
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Kenneth H
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CapAp wrote:
My girlfriend Jaxin, who loves the game perhaps even more than I do has been begging me for a long time to play a series of games, fighting each of the villains until we beat them.


This is the best part. Keep her!
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Pinto wrote:
Great idea. Do you have any rules for environment selection? Do you have to play each one?


Yeah, how do you choose the Villain and Environment? Randomizer?

I really like your rules although I will probably not play with the Nemesis rule.
 
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John So-And-So
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Pinto wrote:
Great idea. Do you have any rules for environment selection? Do you have to play each one?


Yes, since I expect over two dozen games (20 bosses), I plan to pick each one 2-3 times over the course of the campaign. Right now we're just picking one appropriate to the theme of the Villain (like encountering Spite in Rook City). I assume we'll do that until we get to one who doesn't really have a matching Environment.
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Wayne McCaul
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This is excellent. I had worked--very minimally--on a similar idea: We pick a set of heroes and we must beat the villain. If we don't the survivors get to come back after recruiting new heroes for the fallen. Only after beating the villain can we move on to the next one.

But I think I like the idea of failure means that surviving heroes are captured instead. That make better thematic sense. And being able to rescue or revive them is a good idea--nobody's every really out, just a vaguely credible plot twist away.

I really like it.
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Jon Ben
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Thanks for sharing these rules this is a great idea! I look forward to reading about the future issues. I have a few questions

After Issue #1 Spite is listed as captured but neither Wraith nor Tempest is dead. Shouldn't one of these heros be dead according to your rules?

Is it possible to loose without all heroes being killed? You say that in defeat heroes not killed are captured, but I can't think of how to achieve this. At the very least this is a fringe case possible for very few villains, right?

Finally, have you thought about adding some way for captured villains to escape?
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Nerds call me
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It is possible to lose with Heroes not being killed. Baron Blade has an alternate win condition, for example.
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John So-And-So
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JonBen wrote:
Thanks for sharing these rules this is a great idea! I look forward to reading about the future issues. I have a few questions

After Issue #1 Spite is listed as captured but neither Wraith nor Tempest is dead. Shouldn't one of these heros be dead according to your rules?

The negative conditions only happen if we lose a game. I assume that if we defeat the villain, incapacitated heroes are cared for and revived by their compatriots.

Quote:
Is it possible to loose without all heroes being killed? You say that in defeat heroes not killed are captured, but I can't think of how to achieve this. At the very least this is a fringe case possible for very few villains, right?

Correct, I think there are only 3-4 villains that can win the game without incapacitating the heroes. But they DO exist and I wanted to have rules that covered that possibility if they were to win with their alternate conditions.

Quote:
Finally, have you thought about adding some way for captured villains to escape?

Well.... sort of. Keep reading as we advance through the campaign!
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Matthew M
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There are also two environments that have alternate loss conditions. Wagner Mars Base can blow up and everyone can get trapped in the past in Silver Gulch.
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John So-And-So
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ISSUE #2: INVASION FROM BEYOND THE STARS

Spite is put into handcuffs and hauled off to the Block for incarceration. Nightmist and Wraith escort him to make sure there are no surprises.

But the weary heroes have no time to celebrate! A strange pulse of energy explodes out of the air, and a portal appears. Stepping through it is a strange sight - a man who appears to be from the 19th century, except for the advanced technology installed all over his body! And with him, an android! The man walks up to Tempest and grabs him by the shoulders. "Tempest! It's Voss! His fleet is headed for Earth and we don't have much time."

Tempest is taken aback! "Voss! But... how... when.... who are you?"

"Ah crap, is this the first time we've ever met? It's hard for me to keep track. Name's Jim Brooks. But in the future, you all know me as... THE CHRONO-RANGER!"

The heroes look at each other in confusion.

"I'm a cowboy who travels through time and space stopping evil."

The heroes stare at Chrono Ranger.

"Look, it's a long yarn, an' I ain't got time to recount it. Grand Warlord Voss and his fleet are headed for Earth, and we have to stop 'im. Omnitron-X here can teleport us straight to the Wagner Base on Mars. Let's gear up and head out while we still have time!"

With a quick nod to each other TEMPEST and HAKA leap through the portal!

For this match we actually played with a couple of friends. JP used Haka, and Isaac used Omnitron-X. It was the first time playing for each of them. I played Tempest, and Kelly was Chrono Ranger. We played on Wagner Mars Base.

Omnitron was an all-star in this game. The environment would have been PUNISHING, but he had a power that allowed him to destroy an environment card every single turn. He also had some Plating that reflected Fire and Energy, which is exactly what Voss was dealing out every turn. Chrono Ranger went down quickly, but we concentrated on keeping all the minions gone, and the rest of us survived relatively healthy.

End of battle:
Voss - DEFEATED
Chrono Ranger - KO
Tempest - 11HP
Haka - 7HP
Omnitron-X - 13HP

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John So-And-So
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ISSUE #3: ANCIENT AWAKENINGS

Meanwhile, millions of miles away on earth!

In the deserts of Egypt, a research team of archaeologists stumbles across an ancient temple, untouched by man for centuries! Nine statues stand in it, ancient relics in their hands. Forgetting the tenants of their discipline, the archaeologists reach for the relics as if in a trance!

At Freedom Five headquarters, THE VISIONARY suddenly stumbles as if in pain. Putting her hands to her head she groans. "I sense a great disturbance! As if an ancient evil were once again loosed upon the world! Quickly, we must travel to Egypt!" FANATIC and MISTER FIXER are the only other heroes around, so they hop into the Fivejet and head out!

Arriving at the temple they see a fearsome sight! THE MIGHTY RA is engaged in battle with the risen ENNEAD, his age-old nemeses! Ancient magicks flash hither and yon, and the heroes leap into battle!

We've played the Ennead before, but we didn't really remember them well. I used Visionary and Ra, Kelly used Fixer and Fanatic. We played in the Tomb of Anubis, natch.

What ended up happening was that the Environment deck was really mostly our friend. The villains tended to beat up the mummies that came out of it, and the mummies tended to beat up the villains. We only ended up facing 5 of the Ennead before we defeated them, and nobody was really ever in danger. They're rated difficulty 3, so I started to worry we'd played something wrong, but I read over all the cards and couldn't find anything. Maybe we just got an easy combination? We started with Isis, Geb, Shu and Nuit in play, and Osirus came out later. I'd be interested to hear if other people think they're pushovers.

End of battle:
The Ennead - DEFEATED
Mister Fixer
Fanatic
Visionary
Ra (I don't remember any HP totals but nobody was KO'd)

CURRENT ROSTER:


VILLAINS AT LARGE:
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Matthew M
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Ennead is fairly easy on standard difficulty in my experience. Advanced is far harder as you get another member coming out every turn.

 
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Most villains with 4 heroes look to be quite easy according to the Sentinels stat project.
 
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Charles Schexnayder
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Ennead is also very dependent on which members come out when. Any combination of Atun, Nuit, Anubis and Set in the initial draw can mess you up. Agree that advanced mode is a lot tougher, especially if you draw any of the above Ennead.
 
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John So-And-So
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ISSUE #4: CHAIRMAN OF THE GORED!

Not content with his cesspool of a city, THE CHAIRMAN, Rook City's reigning crime lord, has decided to extend his operations into MEGALOPOLIS! Erstwhile Rook City heroes MISTER FIXER and EXPATRIATTE are having none of it, however! Megalopolis' own LEGACY joins them, with heavy artillery teammate BUNKER in tow!

Riding a wave of success, we decided to bite off a tough one, The Chairman, who we had not battled before. I have heard he's the toughest Villain. I can certainly believe it. WAVE AFTER WAVE of thugs and underbosses assaulted us, and just when we thought we had things under control, a Prison Break hit the table. We didn't expect it, and we were screwed. In a last ditch effort we just tried to beat the hell out of the Chairman before it got around to another Villain turn, but we fell 3 HP short and he knocked us all out.

End of battle:
The Chairman - AT LARGE
Mister Fixer: KO
Bunker: KO
Expatriatte: KO
Legacy: KO

With 4 heroes in the hospital, we're starting to feel some pressure!
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ISSUE #5: I CAN'T LET YOU DO THAT, DAVE.

Back at the Wagner Base on Mars, CHRONO RANGER and OMNITRON-X have no time to spare!

"Haka, Tempest! We gotta skedaddle!" yells the time cowboy. "We need to get to next thursday, Omnitron has to stop himself from destroying Earth! Otherwise he'll never create this version of himself, causing multiple cross-plane paradox ripples! I reckon all o' reality might implode!"

Tired of this temporal-causality crap, Tempest and Haka hop a portal back to FF headquarters. "Omnitron! What in tarnation you reckon we can do!?" laments Chrono Ranger. "We need more heroes, but everyone in my database is either fighting supervillains or in the hospital!"

"Not to worry, Jim. The Wraith keeps a list of... 'alternate' individuals with para-super abilities and/or unique qualifications. Sort of a.... "B-team", if you will."

"Well we're a-gonna have to take what we can get, pardner! Access them files!"

Before long, the pair have enlisted the aid of The Argent Adept and Unity! A fact that no-one savors! Into the TIME CATACLYSM breach!

So, we needed to win a quick couple of battles to get some of our injured heroes back. We figured Omnitron would be a pushover, so we'd use Omnitron-X and then some of the 'crappy' heroes we don't really care for. Kelly said Chrono Ranger sucked, so I used him, and I know I hate Argent Adept. She used Unity (who she'd played once before and couldn't play any golems with), and Omnitron-X, who is rad.

Omnitron was a little tougher than we expected, the Flechette rounds were brutal and the Time Cataclysm also hurt us and made us discard stuff a lot. But we got through it.

Turns out I LOVED Chrono-Ranger, he was able to tutor for lots of cards and while he wasn't a damage beast, he had lots of neat effects. I liked him, I guess he's just not Kelly's style. Meanwhile, she got to play quite a few golems with Unity and decided she liked her more than previously thought. Omnitron-X was a star again, and as usual, Argent Adept didn't do anything worth mentioning except get all of his instruments broken. I really hate that guy.

End of battle:
Omnitron - DEFEATED
The Argent Adept: 10HP
Omnitron-X: 11 HP
Unity: 8HP
Chrono-Ranger: 11 HP

As a reward for our victory, we decide that LEGACY has recovered from his wounds!

CURRENT ROSTER:


VILLAINS AT LARGE:
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JT Call
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Isn't Legacy also injured?
 
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talusproteus wrote:
Isn't Legacy also injured?


I am guessing they chose to patch up Legacy after defeating Omnitron.

Edit: Not guessing it was mentioned in the session report.
 
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JT Call
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Koey wrote:
talusproteus wrote:
Isn't Legacy also injured?


I am guessing they chose to patch up Legacy after defeating Omnitron.

Edit: Not guessing it was mentioned in the session report.


Ah. That's what I get for skimming.
 
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Charles Schexnayder
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Nice thread. I won't ask you to reconsider your opinion on Argent, but he is my favorite hero to play and he's won more games for me than I can count.
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JT Call
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cmschex wrote:
Nice thread. I won't ask you to reconsider your opinion on Argent, but he is my favorite hero to play and he's won more games for me than I can count.


It's true. Like AZ, he is an acquired taste. He can be exceptional when played well (and under the right circumstances). I always choose him over Legacy when picking a support character.
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John So-And-So
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I am certainly willing to believe that others have experienced success with the beryl bard, but for me, it's always a game of getting 6 setup cards out, and as soon as I can actually DO something, all my songs and instruments get trashed! Just not my fave, no offense to those who enjoy him.
 
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